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+/************************************************************************************
+
+Filename : OVR_CAPI.h
+Content : C Interface to Oculus sensors and rendering.
+Created : November 23, 2013
+Authors : Michael Antonov
+
+Copyright : Copyright 2014 Oculus VR, Inc. All Rights reserved.
+
+Licensed under the Oculus VR Rift SDK License Version 3.1 (the "License");
+you may not use the Oculus VR Rift SDK except in compliance with the License,
+which is provided at the time of installation or download, or which
+otherwise accompanies this software in either electronic or hard copy form.
+
+You may obtain a copy of the License at
+
+http://www.oculusvr.com/licenses/LICENSE-3.1
+
+Unless required by applicable law or agreed to in writing, the Oculus VR SDK
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+************************************************************************************/
+#ifndef OVR_CAPI_h
+#define OVR_CAPI_h
+
+#include <stdint.h>
+
+typedef char ovrBool;
+
+//-----------------------------------------------------------------------------------
+// ***** OVR_EXPORT definition
+
+#if !defined(OVR_EXPORT)
+ #if defined(WIN32)
+ #define OVR_EXPORT __declspec(dllexport)
+ #else
+ #define OVR_EXPORT
+ #endif
+#endif
+
+//-----------------------------------------------------------------------------------
+// ***** Simple Math Structures
+
+// 2D integer
+typedef struct ovrVector2i_
+{
+ int x, y;
+} ovrVector2i;
+typedef struct ovrSizei_
+{
+ int w, h;
+} ovrSizei;
+typedef struct ovrRecti_
+{
+ ovrVector2i Pos;
+ ovrSizei Size;
+} ovrRecti;
+
+// 3D
+typedef struct ovrQuatf_
+{
+ float x, y, z, w;
+} ovrQuatf;
+typedef struct ovrVector2f_
+{
+ float x, y;
+} ovrVector2f;
+typedef struct ovrVector3f_
+{
+ float x, y, z;
+} ovrVector3f;
+typedef struct ovrMatrix4f_
+{
+ float M[4][4];
+} ovrMatrix4f;
+// Position and orientation together.
+typedef struct ovrPosef_
+{
+ ovrQuatf Orientation;
+ ovrVector3f Position;
+} ovrPosef;
+
+// Full pose (rigid body) configuration with first and second derivatives.
+typedef struct ovrPoseStatef_
+{
+ ovrPosef Pose;
+ ovrVector3f AngularVelocity;
+ ovrVector3f LinearVelocity;
+ ovrVector3f AngularAcceleration;
+ ovrVector3f LinearAcceleration;
+ double TimeInSeconds; // Absolute time of this state sample.
+} ovrPoseStatef;
+
+// Field Of View (FOV) in tangent of the angle units.
+// As an example, for a standard 90 degree vertical FOV, we would
+// have: { UpTan = tan(90 degrees / 2), DownTan = tan(90 degrees / 2) }.
+typedef struct ovrFovPort_
+{
+ float UpTan;
+ float DownTan;
+ float LeftTan;
+ float RightTan;
+} ovrFovPort;
+
+
+//-----------------------------------------------------------------------------------
+// ***** HMD Types
+
+// Enumerates all HMD types that we support.
+typedef enum
+{
+ ovrHmd_None = 0,
+ ovrHmd_DK1 = 3,
+ ovrHmd_DKHD = 4,
+ ovrHmd_CrystalCoveProto = 5,
+ ovrHmd_DK2 = 6,
+ ovrHmd_Other // Some HMD other then the one in the enumeration.
+} ovrHmdType;
+
+// HMD capability bits reported by device.
+//
+typedef enum
+{
+ // Read-only flags.
+ ovrHmdCap_Present = 0x0001, // This HMD exists (as opposed to being unplugged).
+ ovrHmdCap_Available = 0x0002, // HMD and is sensor is available for use
+ // (if not owned by another app).
+
+ // These flags are intended for use with the new driver display mode.
+ /*
+ ovrHmdCap_ExtendDesktop = 0x0004, // Read only, means display driver is in compatibility mode.
+
+ ovrHmdCap_DisplayOff = 0x0040, // Turns off Oculus HMD screen and output.
+ ovrHmdCap_NoMirrorToWindow = 0x2000, // Disables mirrowing of HMD output to the window;
+ // may improve rendering performance slightly.
+ */
+
+ // Modifiable flags (through ovrHmd_SetEnabledCaps).
+ ovrHmdCap_LowPersistence = 0x0080, // Supports low persistence mode.
+ ovrHmdCap_LatencyTest = 0x0100, // Supports pixel reading for continuous latency testing.
+ ovrHmdCap_DynamicPrediction = 0x0200, // Adjust prediction dynamically based on DK2 Latency.
+ // Support rendering without VSync for debugging
+ ovrHmdCap_NoVSync = 0x1000,
+ ovrHmdCap_NoRestore = 0x4000,
+
+ // These bits can be modified by ovrHmd_SetEnabledCaps.
+ ovrHmdCap_Writable_Mask = 0x1380
+} ovrHmdCaps;
+
+
+// Sensor capability bits reported by device.
+// Used with ovrHmd_StartSensor.
+typedef enum
+{
+ ovrSensorCap_Orientation = 0x0010, // Supports orientation tracking (IMU).
+ ovrSensorCap_YawCorrection = 0x0020, // Supports yaw correction through magnetometer or other means.
+ ovrSensorCap_Position = 0x0040, // Supports positional tracking.
+
+} ovrSensorCaps;
+
+// Distortion capability bits reported by device.
+// Used with ovrHmd_ConfigureRendering and ovrHmd_CreateDistortionMesh.
+typedef enum
+{
+ ovrDistortionCap_Chromatic = 0x01, // Supports chromatic aberration correction.
+ ovrDistortionCap_TimeWarp = 0x02, // Supports timewarp.
+ ovrDistortionCap_Vignette = 0x08 // Supports vignetting around the edges of the view.
+} ovrDistortionCaps;
+
+
+// Specifies which eye is being used for rendering.
+// This type explicitly does not include a third "NoStereo" option, as such is
+// not required for an HMD-centered API.
+typedef enum
+{
+ ovrEye_Left = 0,
+ ovrEye_Right = 1,
+ ovrEye_Count = 2
+} ovrEyeType;
+
+
+// Handle to HMD; returned by ovrHmd_Create.
+typedef struct ovrHmdStruct* ovrHmd;
+
+// This is a complete descriptor of the HMD.
+typedef struct ovrHmdDesc_
+{
+ ovrHmd Handle; // Handle of this HMD.
+ ovrHmdType Type;
+
+ // Name string describing the product: "Oculus Rift DK1", etc.
+ const char* ProductName;
+ const char* Manufacturer;
+
+ // Capability bits described by ovrHmdCaps.
+ unsigned int HmdCaps;
+ // Capability bits described by ovrSensorCaps.
+ unsigned int SensorCaps;
+ // Capability bits described by ovrDistortionCaps.
+ unsigned int DistortionCaps;
+
+ // Resolution of the entire HMD screen (for both eyes) in pixels.
+ ovrSizei Resolution;
+ // Where monitor window should be on screen or (0,0).
+ ovrVector2i WindowsPos;
+
+ // These define the recommended and maximum optical FOVs for the HMD.
+ ovrFovPort DefaultEyeFov[ovrEye_Count];
+ ovrFovPort MaxEyeFov[ovrEye_Count];
+
+ // Preferred eye rendering order for best performance.
+ // Can help reduce latency on sideways-scanned screens.
+ ovrEyeType EyeRenderOrder[ovrEye_Count];
+
+ // Display that HMD should present on.
+ // TBD: It may be good to remove this information relying on WidowPos instead.
+ // Ultimately, we may need to come up with a more convenient alternative,
+ // such as a API-specific functions that return adapter, ot something that will
+ // work with our monitor driver.
+
+ // Windows: "\\\\.\\DISPLAY3", etc. Can be used in EnumDisplaySettings/CreateDC.
+ const char* DisplayDeviceName;
+ // MacOS
+ int DisplayId;
+} ovrHmdDesc;
+
+// Describes the type of positional tracking being done.
+/*
+typedef enum
+{
+ ovrPose_None,
+ ovrPose_HeadModel,
+ ovrPose_Positional
+} ovrPoseType;
+*/
+
+
+// Bit flags describing the current status of sensor tracking.
+typedef enum
+{
+ ovrStatus_OrientationTracked = 0x0001, // Orientation is currently tracked (connected and in use).
+ ovrStatus_PositionTracked = 0x0002, // Position is currently tracked (FALSE if out of range).
+ ovrStatus_PositionConnected = 0x0020, // Position tracking HW is connected.
+ ovrStatus_HmdConnected = 0x0080 // HMD Display is available & connected.
+} ovrStatusBits;
+
+
+// State of the sensor at a given absolute time.
+typedef struct ovrSensorState_
+{
+ // Predicted pose configuration at requested absolute time.
+ // One can determine the time difference between predicted and actual
+ // readings by comparing ovrPoseState.TimeInSeconds.
+ ovrPoseStatef Predicted;
+ // Actual recorded pose configuration based on the sensor sample at a
+ // moment closest to the requested time.
+ ovrPoseStatef Recorded;
+
+ // Sensor temperature reading, in degrees Celsius, as sample time.
+ float Temperature;
+ // Sensor status described by ovrStatusBits.
+ unsigned int StatusFlags;
+} ovrSensorState;
+
+// For now.
+// TBD: Decide if this becomes a part of HMDDesc
+typedef struct ovrSensorDesc_
+{
+ // HID Vendor and ProductId of the device.
+ short VendorId;
+ short ProductId;
+ // Sensor (and display) serial number.
+ char SerialNumber[24];
+} ovrSensorDesc;
+
+
+
+// Frame data reported by ovrHmd_BeginFrameTiming().
+typedef struct ovrFrameTiming_
+{
+ // The amount of time that has passed since the previous frame returned
+ // BeginFrameSeconds value, usable for movement scaling.
+ // This will be clamped to no more than 0.1 seconds to prevent
+ // excessive movement after pauses for loading or initialization.
+ float DeltaSeconds;
+
+ // It is generally expected that the following hold:
+ // ThisFrameSeconds < TimewarpPointSeconds < NextFrameSeconds <
+ // EyeScanoutSeconds[EyeOrder[0]] <= ScanoutMidpointSeconds <= EyeScanoutSeconds[EyeOrder[1]]
+
+ // Absolute time value of when rendering of this frame began or is expected to
+ // begin; generally equal to NextFrameSeconds of the previous frame. Can be used
+ // for animation timing.
+ double ThisFrameSeconds;
+ // Absolute point when IMU expects to be sampled for this frame.
+ double TimewarpPointSeconds;
+ // Absolute time when frame Present + GPU Flush will finish, and the next frame starts.
+ double NextFrameSeconds;
+
+ // Time when when half of the screen will be scanned out. Can be passes as a prediction
+ // value to ovrHmd_GetSensorState() go get general orientation.
+ double ScanoutMidpointSeconds;
+ // Timing points when each eye will be scanned out to display. Used for rendering each eye.
+ double EyeScanoutSeconds[2];
+
+} ovrFrameTiming;
+
+
+
+// Rendering information for each eye, computed by either ovrHmd_ConfigureRendering().
+// or ovrHmd_GetRenderDesc() based on the specified Fov.
+// Note that the rendering viewport is not included here as it can be
+// specified separately and modified per frame though:
+// (a) calling ovrHmd_GetRenderScaleAndOffset with game-rendered api,
+// or (b) passing different values in ovrTexture in case of SDK-rendered distortion.
+typedef struct ovrEyeRenderDesc_
+{
+ ovrEyeType Eye;
+ ovrFovPort Fov;
+ ovrRecti DistortedViewport; // Distortion viewport
+ ovrVector2f PixelsPerTanAngleAtCenter; // How many display pixels will fit in tan(angle) = 1.
+ ovrVector3f ViewAdjust; // Translation to be applied to view matrix.
+} ovrEyeRenderDesc;
+
+
+//-----------------------------------------------------------------------------------
+// ***** Platform-independent Rendering Configuration
+
+// These types are used to hide platform-specific details when passing
+// render device, OS and texture data to the APIs.
+//
+// The benefit of having these wrappers vs. platform-specific API functions is
+// that they allow game glue code to be portable. A typical example is an
+// engine that has multiple back ends, say GL and D3D. Portable code that calls
+// these back ends may also use LibOVR. To do this, back ends can be modified
+// to return portable types such as ovrTexture and ovrRenderAPIConfig.
+
+typedef enum
+{
+ ovrRenderAPI_None,
+ ovrRenderAPI_OpenGL,
+ ovrRenderAPI_Android_GLES, // May include extra native window pointers, etc.
+ ovrRenderAPI_D3D9,
+ ovrRenderAPI_D3D10,
+ ovrRenderAPI_D3D11,
+ ovrRenderAPI_Count
+} ovrRenderAPIType;
+
+// Platform-independent part of rendering API-configuration data.
+// It is a part of ovrRenderAPIConfig, passed to ovrHmd_Configure.
+typedef struct ovrRenderAPIConfigHeader_
+{
+ ovrRenderAPIType API;
+ ovrSizei RTSize;
+ int Multisample;
+} ovrRenderAPIConfigHeader;
+
+typedef struct ovrRenderAPIConfig_
+{
+ ovrRenderAPIConfigHeader Header;
+ uintptr_t PlatformData[8];
+} ovrRenderAPIConfig;
+
+// Platform-independent part of eye texture descriptor.
+// It is a part of ovrTexture, passed to ovrHmd_EndFrame.
+// - If RenderViewport is all zeros, will be used.
+typedef struct ovrTextureHeader_
+{
+ ovrRenderAPIType API;
+ ovrSizei TextureSize;
+ ovrRecti RenderViewport; // Pixel viewport in texture that holds eye image.
+} ovrTextureHeader;
+
+typedef struct ovrTexture_
+{
+ ovrTextureHeader Header;
+ uintptr_t PlatformData[8];
+} ovrTexture;
+
+
+// -----------------------------------------------------------------------------------
+// ***** API Interfaces
+
+// Basic steps to use the API:
+//
+// Setup:
+// 1. ovrInitialize();
+// 2. ovrHMD hmd = ovrHmd_Create(0); ovrHmd_GetDesc(hmd, &hmdDesc);
+// 3. Use hmdDesc and ovrHmd_GetFovTextureSize() to determine graphics configuration.
+// 4. Call ovrHmd_StartSensor() to configure and initialize tracking.
+// 5. Call ovrHmd_ConfigureRendering() to setup graphics for SDK rendering,
+// which is the preferred approach.
+// Please refer to "Game-Side Rendering" below if you prefer to do that instead.
+// 5. Allocate textures as needed.
+//
+// Game Loop:
+// 6. Call ovrHmd_BeginFrame() to get frame timing and orientation information.
+// 7. Render each eye in between ovrHmd_BeginEyeRender and ovrHmd_EndEyeRender calls,
+// providing the result texture to the API.
+// 8. Call ovrHmd_EndFrame() to render distorted textures to the back buffer
+// and present them on the Hmd.
+//
+// Shutdown:
+// 9. ovrHmd_Destroy(hmd)
+// 10. ovr_Shutdown()
+//
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+// Library init/shutdown, must be called around all other OVR code.
+// No other functions calls are allowed before ovr_Initialize succeeds or after ovr_Shutdown.
+OVR_EXPORT ovrBool ovr_Initialize();
+OVR_EXPORT void ovr_Shutdown();
+
+
+// Detects or re-detects HMDs and reports the total number detected.
+// Users can get information about each HMD by calling ovrHmd_Create with an index.
+OVR_EXPORT int ovrHmd_Detect();
+
+
+// Creates a handle to an HMD and optionally fills in data about it.
+// Index can [0 .. ovrHmd_Detect()-1]; index mappings can cange after each ovrHmd_Detect call.
+// If not null, returned handle must be freed with ovrHmd_Destroy.
+OVR_EXPORT ovrHmd ovrHmd_Create(int index);
+OVR_EXPORT void ovrHmd_Destroy(ovrHmd hmd);
+
+// Creates a "fake" HMD used for debugging only. This is not tied to specific hardware,
+// but may be used to debug some of the related rendering.
+OVR_EXPORT ovrHmd ovrHmd_CreateDebug(ovrHmdType type);
+
+
+// Returns last error for HMD state. Returns null for no error.
+// String is valid until next call or GetLastError or HMD is destroyed.
+// Pass null hmd to get global error (for create, etc).
+OVR_EXPORT const char* ovrHmd_GetLastError(ovrHmd hmd);
+
+
+//-------------------------------------------------------------------------------------
+
+// Returns capability bits that are enabled at this time; described by ovrHmdCaps.
+// Note that this value is different font ovrHmdDesc::HmdCaps, which describes what
+// capabilities are available.
+OVR_EXPORT unsigned int ovrHmd_GetEnabledCaps(ovrHmd hmd);
+
+// Modifies capability bits described by ovrHmdCaps that can be modified,
+// such as ovrHmd_LowPersistance.
+OVR_EXPORT void ovrHmd_SetEnabledCaps(ovrHmd hmd, unsigned int hmdCaps);
+
+
+//-------------------------------------------------------------------------------------
+// ***** Sensor Interface
+
+// All sensor interface functions are thread-safe, allowing sensor state to be sampled
+// from different threads.
+// Starts sensor sampling, enabling specified capabilities, described by ovrSensorCaps.
+// - supportedSensorCaps specifies support that is requested. The function will succeed
+// even if these caps are not available (i.e. sensor or camera is unplugged). Support
+// will automatically be enabled if such device is plugged in later. Software should
+// check ovrSensorState.StatusFlags for real-time status.
+// - requiredSensorCaps specify sensor capabilities required at the time of the call.
+// If they are not available, the function will fail. Pass 0 if only specifying
+// supportedSensorCaps.
+OVR_EXPORT ovrBool ovrHmd_StartSensor(ovrHmd hmd, unsigned int supportedSensorCaps,
+ unsigned int requiredSensorCaps);
+// Stops sensor sampling, shutting down internal resources.
+OVR_EXPORT void ovrHmd_StopSensor(ovrHmd hmd);
+// Resets sensor orientation.
+OVR_EXPORT void ovrHmd_ResetSensor(ovrHmd hmd);
+
+// Returns sensor state reading based on the specified absolute system time.
+// Pass absTime value of 0.0 to request the most recent sensor reading; in this case
+// both PredictedPose and SamplePose will have the same value.
+// ovrHmd_GetEyePredictedSensorState relies on this internally.
+// This may also be used for more refined timing of FrontBuffer rendering logic, etc.
+OVR_EXPORT ovrSensorState ovrHmd_GetSensorState(ovrHmd hmd, double absTime);
+
+// Returns information about a sensor.
+// Only valid after StartSensor.
+OVR_EXPORT ovrBool ovrHmd_GetSensorDesc(ovrHmd hmd, ovrSensorDesc* descOut);
+
+
+//-------------------------------------------------------------------------------------
+// ***** Graphics Setup
+
+// Fills in description about HMD; this is the same as filled in by ovrHmd_Create.
+OVR_EXPORT void ovrHmd_GetDesc(ovrHmd hmd, ovrHmdDesc* desc);
+
+// Calculates texture size recommended for rendering one eye within HMD, given FOV cone.
+// Higher FOV will generally require larger textures to maintain quality.
+// - pixelsPerDisplayPixel specifies that number of render target pixels per display
+// pixel at center of distortion; 1.0 is the default value. Lower values
+// can improve performance.
+OVR_EXPORT ovrSizei ovrHmd_GetFovTextureSize(ovrHmd hmd, ovrEyeType eye, ovrFovPort fov,
+ float pixelsPerDisplayPixel);
+
+
+
+//-------------------------------------------------------------------------------------
+// ***** Rendering API Thread Safety
+
+// All of rendering APIs, inclusing Configure and frame functions are *NOT
+// Thread Safe*. It is ok to use ConfigureRendering on one thread and handle
+// frames on another thread, but explicit synchronization must be done since
+// functions that depend on configured state are not reentrant.
+//
+// As an extra requirement, any of the following calls must be done on
+// the render thread, which is the same thread that calls ovrHmd_BeginFrame
+// or ovrHmd_BeginFrameTiming.
+// - ovrHmd_EndFrame
+// - ovrHmd_BeginEyeRender
+// - ovrHmd_EndEyeRender
+// - ovrHmd_GetFramePointTime
+// - ovrHmd_GetEyePose
+// - ovrHmd_GetEyeTimewarpMatrices
+
+
+//-------------------------------------------------------------------------------------
+// ***** SDK-Rendering Functions
+
+// These functions support rendering of distortion by the SDK through direct
+// access to the underlying rendering HW, such as D3D or GL.
+// This is the recommended approach, as it allows for better support or future
+// Oculus hardware and a range of low-level optimizations.
+
+
+// Configures rendering; fills in computed render parameters.
+// This function can be called multiple times to change rendering settings.
+// The users pass in two eye view descriptors that are used to
+// generate complete rendering information for each eye in eyeRenderDescOut[2].
+//
+// - apiConfig provides D3D/OpenGL specific parameters. Pass null
+// to shutdown rendering and release all resources.
+// - distortionCaps describe distortion settings that will be applied.
+//
+OVR_EXPORT ovrBool ovrHmd_ConfigureRendering( ovrHmd hmd,
+ const ovrRenderAPIConfig* apiConfig,
+ unsigned int distortionCaps,
+ const ovrFovPort eyeFovIn[2],
+ ovrEyeRenderDesc eyeRenderDescOut[2] );
+
+
+// Begins a frame, returning timing and orientation information useful for simulation.
+// This should be called in the beginning of game rendering loop (on render thread).
+// This function relies on ovrHmd_BeginFrameTiming for some of its functionality.
+// Pass 0 for frame index if not using GetFrameTiming.
+OVR_EXPORT ovrFrameTiming ovrHmd_BeginFrame(ovrHmd hmd, unsigned int frameIndex);
+
+// Ends frame, rendering textures to frame buffer. This may perform distortion and scaling
+// internally, assuming is it not delegated to another thread.
+// Must be called on the same thread as BeginFrame. Calls ovrHmd_BeginEndTiming internally.
+// *** This Function will to Present/SwapBuffers and potentially wait for GPU Sync ***.
+OVR_EXPORT void ovrHmd_EndFrame(ovrHmd hmd);
+
+
+// Marks beginning of eye rendering. Must be called on the same thread as BeginFrame.
+// This function uses ovrHmd_GetEyePose to predict sensor state that should be
+// used rendering the specified eye.
+// This combines current absolute time with prediction that is appropriate for this HMD.
+// It is ok to call ovrHmd_BeginEyeRender() on both eyes before calling ovrHmd_EndEyeRender.
+// If rendering one eye at a time, it is best to render eye specified by
+// HmdDesc.EyeRenderOrder[0] first.
+OVR_EXPORT ovrPosef ovrHmd_BeginEyeRender(ovrHmd hmd, ovrEyeType eye);
+
+// Marks the end of eye rendering and submits the eye texture for display after it is ready.
+// Rendering viewport within the texture can change per frame if necessary.
+// Specified texture may be presented immediately or wait until ovrHmd_EndFrame based
+// on the implementation. The API performs distortion and scaling internally.
+// 'renderPose' will typically be the value returned from ovrHmd_BeginEyeRender, but can
+// be different if a different pose was used for rendering.
+OVR_EXPORT void ovrHmd_EndEyeRender(ovrHmd hmd, ovrEyeType eye,
+ ovrPosef renderPose, ovrTexture* eyeTexture);
+
+
+
+//-------------------------------------------------------------------------------------
+// ***** Game-Side Rendering Functions
+
+// These functions provide distortion data and render timing support necessary to allow
+// game rendering of distortion. Game-side rendering involves the following steps:
+//
+// 1. Setup ovrEyeDesc based on desired texture size and Fov.
+// Call ovrHmd_GetRenderDesc to get the necessary rendering parameters for each eye.
+//
+// 2. Use ovrHmd_CreateDistortionMesh to generate distortion mesh.
+//
+// 3. Use ovrHmd_BeginFrameTiming, ovrHmd_GetEyePose and ovrHmd_BeginFrameTiming
+// in the rendering loop to obtain timing and predicted view orientation for
+// each eye.
+// - If relying on timewarp, use ovr_WaitTillTime after rendering+flush, followed
+// by ovrHmd_GetEyeTimewarpMatrices to obtain timewarp matrices used
+// in distortion pixel shader to reduce latency.
+//
+
+// Computes distortion viewport, view adjust and other rendering for the specified
+// eye. This can be used instead of ovrHmd_ConfigureRendering to help setup rendering on
+// the game side.
+OVR_EXPORT ovrEyeRenderDesc ovrHmd_GetRenderDesc(ovrHmd hmd,
+ ovrEyeType eyeType, ovrFovPort fov);
+
+
+// Describes a vertex used for distortion; this is intended to be converted into
+// the engine-specific format.
+// Some fields may be unused based on ovrDistortionCaps selected. TexG and TexB, for example,
+// are not used if chromatic correction is not requested.
+typedef struct ovrDistortionVertex_
+{
+ ovrVector2f Pos;
+ float TimeWarpFactor; // Lerp factor between time-warp matrices. Can be encoded in Pos.z.
+ float VignetteFactor; // Vignette fade factor. Can be encoded in Pos.w.
+ ovrVector2f TexR;
+ ovrVector2f TexG;
+ ovrVector2f TexB;
+} ovrDistortionVertex;
+
+// Describes a full set of distortion mesh data, filled in by ovrHmd_CreateDistortionMesh.
+// Contents of this data structure, if not null, should be freed by ovrHmd_DestroyDistortionMesh.
+typedef struct ovrDistortionMesh_
+{
+ ovrDistortionVertex* pVertexData;
+ unsigned short* pIndexData;
+ unsigned int VertexCount;
+ unsigned int IndexCount;
+} ovrDistortionMesh;
+
+// Generate distortion mesh per eye.
+// Distortion capabilities will depend on 'distortionCaps' flags; user should rely on
+// appropriate shaders based on their settings.
+// Distortion mesh data will be allocated and stored into the ovrDistortionMesh data structure,
+// which should be explicitly freed with ovrHmd_DestroyDistortionMesh.
+// Users should call ovrHmd_GetRenderScaleAndOffset to get uvScale and Offset values for rendering.
+// The function shouldn't fail unless theres is a configuration or memory error, in which case
+// ovrDistortionMesh values will be set to null.
+OVR_EXPORT ovrBool ovrHmd_CreateDistortionMesh( ovrHmd hmd,
+ ovrEyeType eyeType, ovrFovPort fov,
+ unsigned int distortionCaps,
+ ovrDistortionMesh *meshData );
+
+// Frees distortion mesh allocated by ovrHmd_GenerateDistortionMesh. meshData elements
+// are set to null and zeroes after the call.
+OVR_EXPORT void ovrHmd_DestroyDistortionMesh( ovrDistortionMesh* meshData );
+
+// Computes updated 'uvScaleOffsetOut' to be used with a distortion if render target size or
+// viewport changes after the fact. This can be used to adjust render size every frame, if desired.
+OVR_EXPORT void ovrHmd_GetRenderScaleAndOffset( ovrFovPort fov,
+ ovrSizei textureSize, ovrRecti renderViewport,
+ ovrVector2f uvScaleOffsetOut[2] );
+
+
+// Thread-safe timing function for the main thread. Caller should increment frameIndex
+// with every frame and pass the index to RenderThread for processing.
+OVR_EXPORT ovrFrameTiming ovrHmd_GetFrameTiming(ovrHmd hmd, unsigned int frameIndex);
+
+// Called at the beginning of the frame on the Render Thread.
+// Pass frameIndex == 0 if ovrHmd_GetFrameTiming isn't being used. Otherwise,
+// pass the same frame index as was used for GetFrameTiming on the main thread.
+OVR_EXPORT ovrFrameTiming ovrHmd_BeginFrameTiming(ovrHmd hmd, unsigned int frameIndex);
+
+// Marks the end of game-rendered frame, tracking the necessary timing information. This
+// function must be called immediately after Present/SwapBuffers + GPU sync. GPU sync is important
+// before this call to reduce latency and ensure proper timing.
+OVR_EXPORT void ovrHmd_EndFrameTiming(ovrHmd hmd);
+
+// Initializes and resets frame time tracking. This is typically not necessary, but
+// is helpful if game changes vsync state or video mode. vsync is assumed to be on if this
+// isn't called. Resets internal frame index to the specified number.
+OVR_EXPORT void ovrHmd_ResetFrameTiming(ovrHmd hmd, unsigned int frameIndex);
+
+
+// Predicts and returns Pose that should be used rendering the specified eye.
+// Must be called between ovrHmd_BeginFrameTiming & ovrHmd_EndFrameTiming.
+OVR_EXPORT ovrPosef ovrHmd_GetEyePose(ovrHmd hmd, ovrEyeType eye);
+
+// Computes timewarp matrices used by distortion mesh shader, these are used to adjust
+// for orientation change since the last call to ovrHmd_GetEyePose for this eye.
+// The ovrDistortionVertex::TimeWarpFactor is used to blend between the matrices,
+// usually representing two different sides of the screen.
+// Must be called on the same thread as ovrHmd_BeginFrameTiming.
+OVR_EXPORT void ovrHmd_GetEyeTimewarpMatrices(ovrHmd hmd, ovrEyeType eye,
+ ovrPosef renderPose, ovrMatrix4f twmOut[2]);
+
+
+
+//-------------------------------------------------------------------------------------
+// ***** Stateless math setup functions
+
+// Used to generate projection from ovrEyeDesc::Fov.
+OVR_EXPORT ovrMatrix4f ovrMatrix4f_Projection( ovrFovPort fov,
+ float znear, float zfar, ovrBool rightHanded );
+
+// Used for 2D rendering, Y is down
+// orthoScale = 1.0f / pixelsPerTanAngleAtCenter
+// orthoDistance = distance from camera, such as 0.8m
+OVR_EXPORT ovrMatrix4f ovrMatrix4f_OrthoSubProjection(ovrMatrix4f projection, ovrVector2f orthoScale,
+ float orthoDistance, float eyeViewAdjustX);
+
+// Returns global, absolute high-resolution time in seconds. This is the same
+// value as used in sensor messages.
+OVR_EXPORT double ovr_GetTimeInSeconds();
+
+// Waits until the specified absolute time.
+OVR_EXPORT double ovr_WaitTillTime(double absTime);
+
+
+
+// -----------------------------------------------------------------------------------
+// ***** Latency Test interface
+
+// Does latency test processing and returns 'TRUE' if specified rgb color should
+// be used to clear the screen.
+OVR_EXPORT ovrBool ovrHmd_ProcessLatencyTest(ovrHmd hmd, unsigned char rgbColorOut[3]);
+
+// Returns non-null string once with latency test result, when it is available.
+// Buffer is valid until next call.
+OVR_EXPORT const char* ovrHmd_GetLatencyTestResult(ovrHmd hmd);
+
+// Returns latency for HMDs that support internal latency testing via the
+// pixel-read back method (-1 for invalid or N/A)
+OVR_EXPORT double ovrHmd_GetMeasuredLatencyTest2(ovrHmd hmd);
+
+
+// -----------------------------------------------------------------------------------
+// ***** Property Access
+
+// NOTICE: This is experimental part of API that is likely to go away or change.
+
+// These allow accessing different properties of the HMD and profile.
+// Some of the properties may go away with profile/HMD versions, so software should
+// use defaults and/or proper fallbacks.
+//
+
+// For now, access profile entries; this will change.
+#if !defined(OVR_KEY_USER)
+
+ #define OVR_KEY_USER "User"
+ #define OVR_KEY_NAME "Name"
+ #define OVR_KEY_GENDER "Gender"
+ #define OVR_KEY_PLAYER_HEIGHT "PlayerHeight"
+ #define OVR_KEY_EYE_HEIGHT "EyeHeight"
+ #define OVR_KEY_IPD "IPD"
+ #define OVR_KEY_NECK_TO_EYE_HORIZONTAL "NeckEyeHori"
+ #define OVR_KEY_NECK_TO_EYE_VERTICAL "NeckEyeVert"
+
+ #define OVR_DEFAULT_GENDER "Male"
+ #define OVR_DEFAULT_PLAYER_HEIGHT 1.778f
+ #define OVR_DEFAULT_EYE_HEIGHT 1.675f
+ #define OVR_DEFAULT_IPD 0.064f
+ #define OVR_DEFAULT_NECK_TO_EYE_HORIZONTAL 0.12f
+ #define OVR_DEFAULT_NECK_TO_EYE_VERTICAL 0.12f
+#endif
+
+
+// Get float property. Returns first element if property is a float array.
+// Returns defaultValue if property doesn't exist.
+OVR_EXPORT float ovrHmd_GetFloat(ovrHmd hmd, const char* propertyName, float defaultVal);
+
+// Modify float property; false if property doesn't exist or is readonly.
+OVR_EXPORT ovrBool ovrHmd_SetFloat(ovrHmd hmd, const char* propertyName, float value);
+
+
+// Get float[] property. Returns the number of elements filled in, 0 if property doesn't exist.
+// Maximum of arraySize elements will be written.
+OVR_EXPORT unsigned int ovrHmd_GetFloatArray(ovrHmd hmd, const char* propertyName,
+ float values[], unsigned int arraySize);
+
+// Modify float[] property; false if property doesn't exist or is readonly.
+OVR_EXPORT ovrBool ovrHmd_SetFloatArray(ovrHmd hmd, const char* propertyName,
+ float values[], unsigned int arraySize);
+
+// Get string property. Returns first element if property is a string array.
+// Returns defaultValue if property doesn't exist.
+// String memory is guaranteed to exist until next call to GetString or GetStringArray, or HMD is destroyed.
+OVR_EXPORT const char* ovrHmd_GetString(ovrHmd hmd, const char* propertyName,
+ const char* defaultVal);
+
+// Returns array size of a property, 0 if property doesn't exist.
+// Can be used to check existence of a property.
+OVR_EXPORT unsigned int ovrHmd_GetArraySize(ovrHmd hmd, const char* propertyName);
+
+
+#ifdef __cplusplus
+} // extern "C"
+#endif
+
+
+#endif // OVR_CAPI_h